BayouSnowman |
I hope to do req later to day or early tomorrow.
Should I also have around 39000 xp? If so I think I am missing quite a lot.
You should be brought up to that amount, yes. I don't know how we got such huge differences in xp, but everyone should be caught up and sorted, including the new folk.
Quite happy with new additions, I pm'd Zedkiel but haven't heard back, he's got a few more days till everyone is sorted and I move us along.
Pyros V'estian |
I think req is normally done per marine.
Quick question, I am taking a relic hvy flamer (Surtur's breath), i can't see any benefit to taking a suspensor, but don't want to damage my intended tactic of advance and flame, then advance and hit with hammer! have i missed anything?
Pyros V'estian |
Agreed but in the case of a hvy flamer,you can't fire semi or full auto anyway and bulging biceps negates the -30, so i could still move and fire without the suspensor right?
I would be more tempted to go Vartas and either Oath of the Astartes or Weapon, probably weapon. I will be fairly command orientated but would be weird to just walk in and lead.
Also, I can't find the cost for taking a skill or talent from a rank you have missed out. i.e. i am taking deathwatch 1st company at rank 5, instead of tactical marine rank 5, but i want the Unbowed and Unbroken talent (800xp) from there. In Dark Heresy it is an extra 50xp, but i can't find anything here.
BayouSnowman |
Agreed but in the case of a hvy flamer,you can't fire semi or full auto anyway and bulging biceps negates the -30, so i could still move and fire without the suspensor right?
I would be more tempted to go Vartas and either Oath of the Astartes or Weapon, probably weapon. I will be fairly command orientated but would be weird to just walk in and lead.
Also, I can't find the cost for taking a skill or talent from a rank you have missed out. i.e. i am taking deathwatch 1st company at rank 5, instead of tactical marine rank 5, but i want the Unbowed and Unbroken talent (800xp) from there. In Dark Heresy it is an extra 50xp, but i can't find anything here.
There is no additional costs to trees in DW when taking Advanced specialty. You have access to Your Tac Marine, DW advances, Space marine advances, Chapter advances, and eventually specialty advances. All are open to you once you at the cost in the book.
Can't see a suspensor helping your flamor...If its two handed, maybe held with one hand while you swing your hammer with another? Stow hammer free action (quick draw?), fire flamer again? Is that what you hope to do? Shouldn't be a problem.
REQ is for each marine, leftovers in the pool.
EDIT:
Please put your req. choices into a spoiler on your profile and/or in your equipment. (means you have to clean it later, I prefer a separate MIssion Req. spoiler for each, but thats me, you decide how you want it. I just would like to be able to see everyone's req. easily without searching multiple pages of threads. Also a good reference for you too. Use Errata stats! If anyone needs those for any particular gear, let us know, we'll post it. Thanks!
BayouSnowman |
@Hammern/Pyros:
Remember you each get a free clip up to 25 req as tac marines. Sort that out with requisition, just don't add the cost, but tell us what you choose.
@Varryl: You can remove/add a weapon quality as per Forgemaster ability, sort that out for yourself or another squad mate before we leave and post that.
Just checking profiles and browsing what people spent the xp on, looks fine everyone. New folks are nearly finished with their profiles and we'll be full steam ahead.
Brother Ulrich Hammern |
Just finished spending the missing xp, am now up to rank 5.
Working on resolving requisition.
@Bayou:
Need a rules clarification: two weapon wielder, does the 'two weapons of the same type' mean basic, pistol, etc., or melta, plasma, bolt, etc., or both apply so it must be a matched set of basic bolt weapons for example.
More clearly, could I use that talent with a vambrace mounted storm bolter (basic bolt) and a barrage pattern plasma gun (basic plasma).
BayouSnowman |
You could fire both I believe, its just same type as in basic, pistol, melee, etc. Nothing 2 handed obviously, but as marines, you can fire with one hand. So for your example I think its fine, I'll double check, but I personally see no problem.
EDIT:
It's two weapon melee or ranged, so those are the categories, you need both if you wish to have a melee and ranged and attack with both.
Brother Varryl |
Also arm-mounted can only be applied to pistols or auxiliary grenade launchers due to the sheer size of these weapons. That's why the Terminator Stormbolter/chainfist is so magnificent.
I was thinking Reliable on Vartas' heavy bolter unless anyone can think of a better application?
BayouSnowman |
Also arm-mounted can only be applied to pistols or auxiliary grenade launchers due to the sheer size of these weapons. That's why the Terminator Stormbolter/chainfist is so magnificent.
I was thinking Reliable on Vartas' heavy bolter unless anyone can think of a better application?
In the case of a normal human, maybe I'd agree, but with a Marine, arm mount can be a basic weapon, I've done that before in other games...Reduces range, but still works. They have size, strength, and talents to one hand basic weapons, so why not arm-mounted? Not for heavy and maybe some special weapons it wouldn't be feasible, but in general, I've never read anything that it can't be otherwise. Same with shoulder mounted..You could slap just about anything there I'd say.
As for Reliable, that sounds fine, up to you and whoever is on the receiving end of your talents.
Pyros V'estian |
Hammern if you can use my requisitioned clip feel free I can't realistically (yes i know we are in a world with orks, tyranods and genetically engineered super humans!) carry a bolter as well so it would be wasted and that would fit with my mentor type character.
Varryl if Hammern is taking a barrage plasma weapon, would your Forgemaster ability be better removing the overheats quality?
I think it does say in the arm mounted wpn text that is only for pistols, but hey you are the GM, happy to play with that. Almost tempted to swap out my shoulder mounted explosion maker!
BayouSnowman |
Just checked core, says arm mount can upgrade the following :
Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or
Auxiliary Grenade Launcher
So no flame thrower, plasma, or anything bigger than melta Pistol. No heavy weapons on arm I'll say, but maybe shoulder on a per case basis. Depending on size and wait.
Good suggestions above, clip can be given too.
Brother Ulrich Hammern |
Thanks for the input guys.
@Varryl: If you are willing to remove the overheats from the barrage plasma gun, that would be pretty awesome.
@pyros: I will take you up on that offer of the bolter clip.
@Bayou: Can Aux Grenade Launcher be mounted on normal Marine armor? The entry for Arm Mounting seems to say yes, but the entry for the Launcher seems to say no.
Pyros V'estian |
I got the impression it could (I have), its just that it cost more on terminator armour, but interested in the reply.
I've got my requisition choices up and my xp breakdown shows my xp choices also have made my mission choices for 1st company and dead station vigilant abilities. Will fill in the rest, but as choices are made I can start whenever.
BayouSnowman |
I'll allow it, if you can slap it as an under barrel to bolters, should be able to put on arm... Though reloading may be different, I'll check, but should be what book says.
I wouldn't take jump pack, as mission is rescue an Inquisitor on a ship and investigation of possible energy source on a planet without a breathable atmosphere, not gonna be able to fly unless they work in a range of environments... If they do work anywhere, then sure, go ahead.
Brother Varryl |
What about a teleport homer to extract the inquisitor? Is the immaterium too chaotic here?
@Hammern If you insist on removing the Plasma cannon's suicide button then consider it temporarily suppressed.
Arm-Mounted can be attached anywhere including shoulder. The ammo is more like grenade cylinders than hand grenades, always preprimed too so don't drop em.
Pyros V'estian |
Ok profile is now complete, barring background. I had to make a swap of BS advance for Ag to meet the prerequisite for a talent, but otherwise all done.
I'm happy with Hammern for leader, if everyone else is. I would probably go for the Oath to the Emperor.
Brother Xing |
Req:
Arm mount for bolt weapon 15
Signum Link 20
Flip Belt 21
Psy Ammunition 2x basic 10
Stalker Pistol (10)
Red-Dot pistol (10)..I think, need to double check.
Psy Ammunition 2x pistol 5
That's all I can think of that i need for now. Anyone need something or have suggestions?
Weapon Attribute Roll for GM:
1d100 ⇒ 75
BayouSnowman |
Cool, no worries, we got time.
Oaths are easy, be sure to read the section on being squad leader. Has important info.
I suggest everyone refresh on cohesion rules, it'll be important to know if you all plan to utilize your tactics. As black shields you'll freely be able to join others moves, regular Marines will not be able to use chapter specific ones unless the person using it has forging the bond talent. Just something to remember.
Oaths give you a set of Astartes tactics you can use as a squad, so Oaths can be chosen with those in mind.
BayouSnowman |
Just something fun I thought I'd offer you. I'm willing to allow one of you a follower (ROB/FF). If you would like one submit an idea and fully built or just a concept then it could win a spot somewhere in the story. Even if you don't want one, could still submit, lots of examples in books and details on creating one, so if you've got time and feel creative, try. You won't know if I choose yours most likely, it'll come into play but I'm not gonna simply hand it over ;)
BayouSnowman |
Hammern, I know you said IC "let us lay in a course" but I wasn't sure if that was a suggestion/thought or an actual order you relayed to the bridge. You're in charge, so get the advice and counseling you need and decide. Then issue orders and I'll update with results.
You all are communicating in private, so the bridge and Inquisitor aren't listening in on you. You have to actively decide when to communicate with the bridge and issue orders.
Some more ship details:
You have a substantial contingent of Storm-troopers, shuttles, equipment, ground transport, etc. Feel free to order, split up, investigate, etc. All up to you. Probably more stuff onboard to use that I'm not thinking of, but you're free to imagine and request reasonable stuff.
There is also a large group of Tech-priests and scientist onboard to analyze data. They are also to be ordered and commanded.
If this seems like it is too much to manage, I'm trying to be as abstract as possible, then I'll just take over it and you can just worry about your squads actions...Just thought I'd make it more interesting roleplay, as you are in command of a lot of resources and people and figured you could have some fun and be creative.
Brother Ulrich Hammern |
Oath of Moment is a reference to how they are called in several WH40K stories I have read. The specific Oath we took was the Oath of the Emperor. Sorry for the confusion.
If we laid a course for the Anomaly, do we have the transport necessary to take a team to the planet? And if so, how much time would it take for them to arrive at the planet?
BayouSnowman |
You have shuttles, nicely equipped and fast. There is a thunderhawk, and other more general shuttles for equipment and transferring, some just for void, others built for atmosphere, you came prepared.
Yea, I noticed that from a quick search, mentioned by lots of novels.
As for time, you could get in the middle and a shuttle could make it within a day while leaving you off course for the core by a single day.
I'm not up on the vehicle rules, if that's not reasonable, feel free to check rules and update me. Shouldn't factor heavily, but if I'm really off it'd be good to know. I'll try to skim through some RT books and check some details.
Brother Ulrich Hammern |
That seems pretty reasonable to me. I do not have the RT rules, so I am happy to just go with what you said.
How long would it take the T-Hawk, assuming optimal separation point, to reach the planet if we did not deviate course?
To the rest of the kill team:
I could go sifting through your profiles to make the list, but I figured I would just ask. Can you all let me know your primary weapons and fighting style? It would help me tactically to know where each Marine is most effective...
BayouSnowman |
I got everyone to organize their profile so it's easily accessible. Gear and requisition should give you a good idea of their melee/ranged preference, along with stats.
That being said, a little summary of everyone for reminder and new folks would be useful to help conceptualize things.
I'm ready to push forward a day on your say so in the game play thread, new updates and information to be had and dissected.
Pyros V'estian |
Pyros wields a Relic Hvy flamer and a Thunder Hammer and has a shoulder mounted grenade launcher (Primarily for Krak, cos the flamer will do for infantry instead of Frag). I kind of imagine him advancing flaming as he goes and then getting stuck in with his hammer, once the distance has been closed. Will post in gameplay shortly.
LazyPanda |
Xing wields a big sword and dances like an Eldar. The Librarian arm-mounted his bolter and took a pistol, but isnt' that accurate. He does have specialized ammo for dealing with warp entities and a new psy power that benefits everyone called Void Fog. Gives penalties to ranged attacks inside the radius and bonus to conceal/silent move. Could be useful.